All posts for the day April 9th, 2010

3Ds Max Design 2011 32Bit & 64Bit + Bonus DVD
Autodesk? 3ds Max? 2011 software offers compelling new techniques for creating and texturing models, animating characters, and producing high-quality images. Incorporating tools that accelerate everyday workflows, 3ds Max 2011 software helps significantly increase productivity for both individuals and collaborating teams working on games, visual effects, and television productions. Artists can focus on creativity, and have the freedom to iteratively refine their work to maximize the quality of their final output in the least amount of time.
Slate Material Editor

Easily visualize and edit material component relationships with Slate, a new node-based material editor that helps significantly improve workflow and productivity for artists creating and editing complex material networks.

Quicksilver Hardware Renderer

Create high-fidelity pre-visualizations, animatics, and games-related marketing materials in less time with Quicksilver, an innovative new hardware renderer that helps produce high-quality images at incredible speeds. This new multi-threaded rendering engine utilizes both the CPU and the GPU.

Local Edits to Containers

Collaborate more efficiently with significantly enhanced workflows for Containers that enable users to layer local edits non-destructively on top of referenced content allowing artists to meet tight deadlines by working in parallel.

Modeling and Texturing Enhancements

Accelerate modeling and texturing tasks with new tools that extend the Graphite modeling and Viewport Canvas toolsets: a revised toolset for 3D painting and editing textures within the viewport; the ability to paint with object brushes to create geometry within a scene; a new brush interface for editing UVW coordinates; and an interactive tool for extending edge loops.

Viewport Display of 3ds Max Materials

Develop and refine scenes in a high-fidelity interactive display environment?without the constant need to re-render? with the new ability to view most 3ds Max texture maps and materials in the viewport.

3ds Max Composite

Enhance rendered passes and incorporate them into live action footage with 3ds Max Composite: a fully-featured, high-performance, HDR-capable compositor, based on technology from Autodesk? Toxik? software.

In-Context Direct Manipulation UI

Save time when modeling and maintain focus on the creative task at hand with a new in-context user interface (UI) for polygon modeling tools that eliminates unnecessary mouse movement away from the model. Modelers can interactively manipulate properties, enter values directly at the point of interest in the viewport, and preview results prior to committing changes.

CAT Integration

More easily create and manage characters, and layer, load, save, remap, and mirror animations with the Character Animation Toolkit (CAT). Now fully integrated into 3ds Max, CAT provides an out-of-the-box advanced rigging and animation system.
UI Customization

Maximize the usable workspace and focus on the features that matter most for specialized workflows with customizable UI layouts. Create and store personalized UI configurations that include frequently-used action items and macro scripts, and toggle the display of these configurations
with the touch of a hotkey or button.

All rights reserved. All trademarks contained herein are the property of their respective owners.

If you like this software,Buy it

Enjoy !

Play BOY’s



Autodesk 3DsMax 2011 32Bit & 64Bit + Bonus DVD Content

3Ds Max Design 2011 32Bit & 64Bit

3Ds Max Design 2011 Bonus DVD

Enjoy it !
Play BOY’s Team




with thanks to CyberAXX

Mental Ray Satellite 3.8.1 for Maya 2011 x32Bit & x64Bit

Mental Ray for Maya Satellite has been introduced with Maya 6.5. It is a separate application that allows other computers to assist in all Mental Ray rendering tasks, such as rendering with Mental Ray inside Maya, batch rendering with MR, IPR rendering with MR, texture baking with MR etc etc.

Mental Ray Satellite is like a mini renderfarm that only listens to Maya. Mental Ray Standalone can accept custom written MI files, and scenes from most apps that have a connection to Mental Ray. Mental Ray Satellite doesn’t really have any manual operation, it just assists Maya with whatever it can.

What’s the limit on Mental Ray Satellite then?
The limit is based on the number of CPUs, not the number of computers. For users of Maya Complete, Mental Ray Satellite will utilise up to 2 external (being not on the machine with Maya) CPUs for assisting rendering. So that means 1 dual processor computer, or 2 single processor computers can assist with rendering.

For users of Maya Unlimited, Mental Ray Satellite accepts help from up to 8 external CPUs.8 extra CPUs helping with all your rendering tasks is a pretty nice boost!!

Is Mental Ray Satellite good? What do I need to use it?
Yes, I think Mental Ray Satellite is very good. Rendering is the slowest part of CG and all the (free!) speed boosts we can get are great. In order to use Mental Ray Satellite, you need Maya 6.5 or greater, Mental Ray Satellite itself and at least 2 computers (the one with Maya and the one that will assist) that are networked together. Having a fast network (100mbit+) is fairly important because a lot of files and data are transfered around (especially at the start of a render).

All rights reserved. All trademarks contained herein are the property of their respective owners.

If you like this software,Buy it

Enjoy !
Play BOY’s


Play BOY’s


Digital Tutors – Motorcycle Modeling Techniques in Maya
4CD | 2.89 GB | Rapidshare
Runtime: 7 hrs. 58 min. | Software: Maya 2009 and up

Learn a time-saving workflow to modeling motorcycles and production-ready techniques to hard surface modeling with design constraints, building complex machined and man-made parts, and methods of adding detail for realism. Contains over 8 hours of self-paced training for artists using Maya.
Popular highlights include: Hard Surface Modeling; Polygon Modeling Techniques; Understanding Fabrication Process; Motorcycle Parts and Components Overview; NURBS to Build Motorcycle Frame; Adding Realism with Modeled Detail; mental ray Shaders to Blend Complex Geometry; Booleans to Create Complex Shapes; Creating Seam Detail; Adding Welds to Metal Pieces; Adding Bevels to Edges; Modeling Different Types of Materials; Adding Imperfections and Details; Applying Different Surface Materials; HDRI Lighting; Car Paint Shader; Using Naming Conventions; Setting up Hierarchies for Posing; Re-purposing Geometry; Tire Treads with Bump Map;

An in-depth guide to hard surface modeling in Maya

Learn a time-saving workflow to modeling motorcycles and production-ready techniques
to hard surface modeling with design constraints, building complex machined and man-made
parts, and methods of adding detail for realism. Contains over 8 hours of self-paced
training for artists using Maya.

Popular highlights include:

Hard Surface Modeling
Polygon Modeling Techniques
Understanding Fabrication Process
Motorcycle Parts and Components Overview
NURBS to Build Motorcycle Frame
Adding Realism with Modeled Detail
mental ray Shaders to Blend Complex Geometry
Booleans to Create Complex Shapes
Creating Seam Detail
Adding Welds to Metal Pieces
Adding Bevels to Edges
Modeling Different Types of Materials
Adding Imperfections and Details
Applying Different Surface Materials
HDRI Lighting
Car Paint Shader
Using Naming Conventions
Setting up Hierarchies for Posing
Re-purposing Geometry
Tire Treads with Bump Map

Single extraction. All links are interchangeable (take 1 part from 1 host, take another part from another host… save on waiting times).



[b] Digital Tutors Automotive Modeling in 3ds Max[/b]

Learn a production workflow to automotive modeling in 3ds Max and a multitude of Polygon, NURBS, and Spline-based techniques that can be used for Film, Games, and Automotive Design. Contains over 7.5 hours of project-driven training.

Popular highlights include: Viewport Background Images; Establishing Automotive Line Flow; Creating Multiple Fitted Panels; Redrawing Topology; Adding Resolution to Tighten Edges; Adding Edge Loops with Connect Tool; Edge Loop and Ring Selections; Converting Sub-object Selections; Adding Geometry with Bridge; Cloning Geometry and Shapes; Attaching and Detaching Geometry; Building Geometry with Splines; Building Geometry with NURBS Curves; Mirroring Geometry; Symmetry Modifier; Converting Parametric Geometry; Previewing Smooth Geometry; Creating Detail with Extrude Tool; Importing Adobe Illustrator Curves; Creating and Adding Realistic Materials; Adding Bump Maps to Materials; Creating UV Layouts; Creating Geometry with Primitives; Changing Geometry Creation Parameters; Welding Vertices; Creating Splines and Patches; Edit/Delete Message Reply With Quote;

2.88 GB | 4 DVD

1. Project Overview
2. Setting up Viewport Background images
3. Modeling the wheel arches
4. Bridging geometry between the arches
5. Extruding edges up along the side
6. Extruding out the back
7. Extruding out the front
8. Tweaking the topology on the front fascia
9. Extruding across hood
11. Detaching the belly pan
13. Adding edge detail to the front fascia
15. Adding struts to the grill
17. Adding the side vent
19. Refining the headlight interior
21. Detaching the trunk and taillights
23. Adding body detail to the side
25. Building the top of the cab
27. Building the roof
29. Adding thickness to the panels
31. Adding details to the back end
33. Detaching the doors
35. Cloning the quarter panel
37. Building the windshield
39. Adding windows to the doors
41. Adding a scoop to the hood
43. Modeling the trunk emblem
45. Building head lamps
47. Building a tire
49. Finishing the shape of the wheel
51. Adding disc brake and caliper
53. Creating a UV layout for the tire
55. Creating reflector materials
57. Adding remaining materials
10. Extruding across the back and bottom
12. Detaching and shaping the hood
14. Extruding in the front vent area
16. Adding remaining fascia details
18. Finishing the fascia details
20. Refining the topology of the trunk
22. Finishing the taillights
24. Detaching the panels
26. Extruding down the sail panel
28. Detaching the door frame
30. Adding the rocker panel
32. Adding the exhaust pipes
34. Adding door handles
36. Modeling the fuel cap
38. Modeling the back light
40. Modeling covers for the quarter windows
42. Building a spoiler
44. Modeling the grill mesh
46. Adding an emblem to the grill
48. Adding the wheel
50. Adding detail to the wheel
52. Modeling the rearview mirror
54. Adding a car paint material
56. Setting up a material for the tire
58. Performing final material changes




CD3 (*missed links added)